Hunter's Training Image

You have trained to be a hunter of beasts, called to slaughter those who would prey on mankind. You gain proficiency with all Weapons, including Firearms, as well as Alchemy Supplies. You also learn one Fighting Style of your choice. You have a number of Hunter Points equal to twice your proficiency bonus, which you regain after finishing a short rest. You can spend one of these points to perform the Hunter Maneuvers you have learned. Choose 2 of the following Hunter Maneuvers to learn. You learn additional Hunter Maneuvers each time your Proficiency Bonus increases:

• Charge Attack. The next weapon attack or unarmed strike you make deals an additional die of damage.
• Frenzied Strike. When you take the attack action on your turn, you can make an additional melee attack as part of the same action. If you do, creatures have advantage on attacks against you until the start of your next turn.
• Flowing Strike. You can use a Transform Attack by using an additional attack instead of a bonus action. You can only do so once per turn.
• Grasp the Arcane. You can use a bonus action to spend one of your hit dice, losing hit points equal to the maximum roll of the die. If you do, you regain 1 spell slot of 2nd level or lower.
• Hunter’s Parry. While wielding a firearm, you can use your Reaction when a creature attacks you to attempt to interrupt its attack and open it up to a counterattack. Make an attack against the creature with your firearm. If the attack roll is higher than the triggering attack’s, the triggering attack misses and the next attack against the creature is considered a critical hit.
• Quicksilver. You can use a bonus action to spend one of your hit dice, losing hit points equal to the maximum roll of the die. If you do, you can instantly reload a firearm within 5 feet of you with the same number of ammunition matching its own.
• Rally. Until the end of your turn, when you hit a creature with a melee attack, you regain hit points equal to double your CON bonus.
• Sidestep. This turn, you can take the Dodge and Dash actions as a single Bonus Action.
• Visceral Attack. When next you score a critical hit, you can double the bonuses to the attack as well as the dice roll. If you do, you can use the Rally maneuver then without spending a Hunter Point.


In addition, you can spend a Hunter Point to use the Transform Attacks of Trick Weapons beyond the normal number of Transform Attacks you can use per Short Rest, or to use the Mastery Properties of weapons you are wielding.

Hunter's Training Image

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